Why is Gordon Freeman held up as the zenith of silent protagonists?

Parker Chapin

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OlasDAlmighty said:
You make some good points. Of course, they contradict your earlier "Gordon is you" points, as you can discern things about his character that are independent of the player. If nothing else, he's the type of person who can graduate MIT with a Ph.D, so if that doesn't describe me, then Gordon is not me. Others have said that they like Gordon because he's an academic, but this is a part of his character, not their own. However, that's exactly the stuff I'm looking for.

Indeed, it makes sense that, fresh off the train with no idea what's going on, Gordon would listen to his more experienced friends. The problem is that's all he ever does. Even as Gordon gains experience in the world, he never begins to act of his own volition, he never goes from being a follower to being a leader (of more than a couple ragtag rebels), and he never takes a single meaningful action of his own initiative.

You're right in saying this doesn't have to do with his silence. That's the point I was trying to make by comparing Gordon to other silent protagonists. I said I would like to see Gordon gain a voice, but I can think of ways to solve the above problems without one.

For instance, the game design itself could lead Gordon through events that turn out to have a massive impact on the outcome of the game, without the input of another character. As an example off the top of my head, Gordon could find himself stranded and cut off from his comrades, when, looking for a way out, he comes across a Combine prison camp, which he proceeds to liberate. In the process, he could find a crucial ally, or gain crucial information, or acquire a crucial weapon that turns the tide of the rest of the game. The player would, naturally, be led through these events by the game design and have no actual say in the matter, any more than they have a say in the matter of going to Nova Prospekt--but when it was done, we could say, beyond a shadow of a doubt, "Gordon did that. No one else--that was all him."

This could even have made its way into the game as it stands. What if, coming out of Ravenholm, Gordon was not contacted by Alyx? He would have no instructions and no idea whether the residents of Black Mesa East were alive. Perhaps Gordon could hear in the rebel outpost that survivors were most likely taken to Nova Prospekt, and decide himself to go there and look for them. The rebels could act skeptical of whether he can make it, or even tell him his plan is suicidally stupid, but their reactions could suggest Gordon was insistent, even though we never hear a word of his. We could go all the way from Ravenholm to Nova Prospekt without knowing whether Alyx and Eli are alive, and when he does find Alyx and joins up with her, even if he proceeds to take her advice from then on, we would know that he's there of his own initiative, leading, not following.. When Gordon is in the company of a supporting character like Barney, dialogue could be written to suggest that the latter isn't sure what to do but is following Gordon's lead, making Gordon the leader instead of the follower, even though we never hear a word of his.

Or how about this? In the finale of the last game in the series, Gordon breaks his chains. Through some explosive climax, Gordon makes it clear that he will no longer be anyone's pawn--not the G-Man's, not the Resistance's, not the Combine's, not the Vortigaunts', not anyone's. In the very last moment, Gordon could lay down his guns and walk away, leaving us with some view of a landscape so we can imagine for ourselves what he'll do next. If this were to happen, then I would forever remember as Gordon's most triumphant moment the moment he walked away. The man's life has been a never-ending firefight ever since he put a Xen crystal into an Anti-Mass Spectrometer, we all know he deserves this much.

This is all assuming, of course, that Gordon is not intended to be a pawn of powers beyond his control throughout the game. People in this thread have said this is a major theme, but I can't buy it for reasons I explained earlier. If Half-Life wanted to present helplessness as a major theme, then they should add some moral ambiguity to the way the Resistance uses Gordon. When Gordon is "rescued" by the Vortigaunts at the start of Episode One, he (and the player) may feel grateful at first, but this should be followed by an "out of the frying pan" feel accompanied by the slow realization that the Vortigaunts are no better than the G-Man. The episodes as they stand contain no such thing--in fact they employ every trick and illusion to hide their supposed major theme.

All this would serve to give Gordon a more independent character, without his having to say a word. But it would put an end to the illusion that Gordon is you. You and I are in agreement that Gordon's actions define him to an extent. But these are actions I may not have taken were I in his place--I was led through them by the game's design. Gordon is already not me, so he's better defined as a character, whether he's one who speaks or one who does not.

You're right about Half-Life 1. You'll notice I included it alongside Doom in my list of games where I feel a silent protagonist works--as you say, Gordon is acting on his own for most of the game. The problems begin in Half-Life 2, where Gordon gains a group of friends who tell him what to do from the start of the game to the finish. Most--if not all--of that game is Gordon acting at the behest of other people.

The key difference between Gordon and other silent protagonists is this. In spite of Link's lack of a voice (and with a little help from the postman), he manages to be insistent enough to get the pirates to support him in his assault on the Forsaken Fortress--not the other way around. Though he spends much of the rest of the game following the advice of the King of Red Lions, the King asked Link in the beginning whether he was willing to take up the quest, and Link said yes--whereas no one bothered to ask Gordon whether he wanted to take up his quest. Chell's break out of the test chambers in Portal 1 is entirely her own doing, no one else's. The Kid goes to places the Stranger didn't tell him to, or even told him not to, and in the end, he makes a couple crucial decisions that are in the hands of the player and that I won't spoil. The Doomguy invades hell and installs himself as its new ruler because he's just that badass. But there's nothing in Half-Life 2 or onward that we can say is entirely Gordon's doing. The most we can say is that he chose to follow the orders of the Resistance when he could have defected to the Combine.

This is to say nothing of your apparent stance that one word out of a video game protagonist shatters your immersion like a bullet through a window pane. If that's truly how you feel, then I'm sorry, for you must be unable to enjoy a great many of the great games out there.
 

Chaos Isaac

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OlasDAlmighty said:
No... fucking.... way. Giving Gordon a voice would be a terrible idea for so many reasons.

1. It would take away the only thing about him that's actually interesting.
2. There's no single personality they could choose for him that would please all fans, leaving many alienated.
3. It would create an effective discontinuity with the previous games, forcing us to ask why he's suddenly a chatty Cathy.
4. It would break the immersion that his silence created to begin with, it would take away your control over the character because now he's saying things you never wanted him to say. He wouldn't be 'you' anymore.
6. There's no guarantee his words would sync up with his actions. During scenes of dialogue in Half Life you have the freedom to turn your back to a person who's talking to you or even walk out of the room. It would be pretty silly and immersion breaking to have Gordon talking to people when he's not facing them or even nearby. In fact this extends to everything Gordon does. If Gordon says that he loves plants the player could then spend 5 minutes shooting at a tree.
7. It would remove the innocence that silent protagonists tend to have, suddenly he'd be trying to influence people and the world through what he says. Trying to keep him innocent though by making him completely submissive would make his character seem incredibly lame.
8. More dialogue = more boringness. And more dialogue would be almost unavoidable if suddenly Gordon is expected to respond to things like a normal person.
Everything said here is completely silly. And kinda based on assumptions.

1. He has no character, he is uninteresting. The games he's in, on the other hand, is.
2. He has no personality, he is not a character. He is merely a player avatar. This goes to point one.
3. This is assuming he talks much. He may be a five word a day kinda guy, simply saying, "Good idea." Then walk off to do whatever, leaving three more words for him in that day.
4. He's not you. He's Gordon Freeman, cardboard cutout extraordinaire. PhD in Science and Silence.
5. You skipped five.
6. Just because he can talk, doesn't mean he has to reply. If he walks off, they can simply skip his reply if he had one.
7. No character. Haven't played the games, but i'm going to assume he's already submissive and does what others say with no argument. Bashing things to bits with a crowbar isn't really the pinnacle of innocence.
8. Dialogue can make or break a game, like Mass Effect or The Walking Dead. Neither of those games would be nearly as interesting if there wasn't all that dialogue. And again, Gordon doesn't need to talk much, just perhaps acknowledge someone's word then run off to do whatever. Making him react or not having characters go through one sided conversations can be an improvement.
 

Batou667

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In many other (less good) games, a completely mute protagonist in a FPS setting where supporting characters are constantly talking at you would seem incongruous. I suppose one explanation is that Gordon is supposed to be "filled in" by the player in much the same way that a silent RPG protagonist is - when we get shot and say "shit", that's Gordon speaking. I dunno. A second explanation is that Gordon isn't the true character of the Half Life games - that position is held by a combination of Alyx and the game world itself.

Mind you, I think the decision to make Gordon mute is something Valve now regard as a difficulty, if not an outright problem. For an example of how good dialogue in games can (and ought to) be, look no further than another Valve series, Left 4 Dead. It's like the total opposite to Half Life - if HL is 0% characterisation and 100% narrative, then L4D is 100% characterisation and 0% narrative (or damn well close to those polar extremes, anyway). The context-specific dialogue and the semi-random conversation trees that arise are fantastic and add to some of the best character design in the industry.
 

Vigormortis

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I'm impressed.

It's already Friday and this is the first "Why do people like what I don't like?" thread I've seen this week.

Well done my fellow Escapists! Maybe we're finally...collectively...coming to the realization that asking why differing opinions differ is one of the most pointless, idiotic, and superfluous questions there is.
 

ThePenguinKnight

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hermes200 said:
He is not the zenith. In many ways, he is not even a good example.

Personally, I like it better when they don't give him a voice, but give him lines (like Dishonored or Persona 4). In that way, the protagonist can be developed as a character, but it doesn't break your immersion (for that to work, the character doesn't have to be shown being mute. I hated that in Kingdoms of Amalur). I would rather be more "on rails" during some dialogue sections than the option implemented on Half Life 2, where the characters just stand there giving me huge amounts of expositions while I am busy building a tower out of cardboxes or throwing cans at their faces.
I agree, It lets you fill their lines in your head with your voice and when they give you appropriate options it can really introduce another layer of immersion. Persona 4 in particular had a option I immediately liked in nearly every opportunity and that made the game itself that much better.
 

Olas

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Parker Chapin said:
OlasDAlmighty said:
You make some good points. Of course, they contradict your earlier "Gordon is you" points, as you can discern things about his character that are independent of the player.
No not really, like I said, everything that Gordon does in the games is technically forced on him and thus the player, it's simply because I'm trying to play by your strange rules of interpreting these necessary actions as actual choices, instead of the path of the game, that I'm having to interpret them as representing a personality. This wasn't what I was doing before.

Truly, as far as I'm concerned, Gordon had no choice but to fight the military, and everything else he actually does. Anyone who wanted to survive would have had to do the same thing. But if you insist on treating these as actual choices then yes, he does come across as being very rebellious.

If nothing else, he's the type of person who can graduate MIT with a Ph.D, so if that doesn't describe me, then Gordon is not me. Others have said that they like Gordon because he's an academic, but this is a part of his character, not their own. However, that's exactly the stuff I'm looking for.
True, though it's somewhat handwaved. It's not like he actually uses those skills in the games for anything. The reason being that if the player can't do something Gordon shouldn't be doing it either. Thus in the actual games the most complicated interaction you have with technology is pushing buttons. Barney even jokes about it when you flip a switch: "Wow, Gordon, good job! Your M.I.T. education really pays for itself!". The people at Valve are aware that it's silly for a theoretical physicist to have such basic interactions with technology, but it's a suspension of disbelief they're willing to use to keep you in full control of Gordon at all times. Again I'm talking about basic physical control, not narrative control.


Indeed, it makes sense that, fresh off the train with no idea what's going on, Gordon would listen to his more experienced friends. The problem is that's all he ever does. Even as Gordon gains experience in the world, he never begins to act of his own volition, he never goes from being a follower to being a leader (of more than a couple ragtag rebels), and he never takes a single meaningful action of his own initiative.
I don't disagree with you here, Gordon does pretty much stick to his described missions. I think the other characters are mostly just there for exposition, so that the player knows what he's doing and why he's doing it. In most games you have a series of objectives laid out for you somewhere in the start menu so that you know what you're supposed to be doing, in Half Life they accomplish this by having actual characters telling you what to do in real time. But the first Half Life was able to tell a story without resorting to this so it's not necessary.


This is all assuming, of course, that Gordon is not intended to be a pawn of powers beyond his control throughout the game. People in this thread have said this is a major theme, but I can't buy it for reasons I explained earlier.
It is a theme, just not an intended explanation for why Gordon acts the way he does. At the start of Episode One G-Man loses his control over Gordon, yet nothing really changes in terms of how Gordon acts. G-Man controls you by dropping you into situations at the exact time and place you are capable of having a huge impact. "The right man in the wrong place can make all the difference in the world." But once you've been 'inserted' into the world by G-man your actions are your own.

You and I are in agreement that Gordon's actions define him to an extent. But these are actions I may not have taken were I in his place--I was led through them by the game's design. Gordon is already not me, so he's better defined as a character, whether he's one who speaks or one who does not.
I guess. When I say "Gordon is you" I don't really mean it in the sense that his goal in life matches yours, obviously it's possible for someone playing Half Life 2 to not want to stop Breen or the combine. (though you'd have to be pretty crazy) I mean it more in a player interface kind of way, that's why I think silent protagonists work well. If Half-Life 3 puts Gordon in situations where he makes important decisions on his own, or even where the player can make these important decisions through him I'd be delighted. I just don't think having him talk would be necessary or appropriate.

This is to say nothing of your apparent stance that one word out of a video game protagonist shatters your immersion like a bullet through a window pane. If that's truly how you feel, then I'm sorry, for you must be unable to enjoy a great many of the great games out there.
I'm not that one dimensional. Immersion isn't the point of every game, it isn't the point in a large number of games I like. Some of my favorites almost couldn't be less immersive. No More Heroes is one of my favorite games and it breaks the fourth wall. I don't need every character to "be me", nor would I want every single game to be exactly like Half Life.

I do however dislike it when games try to be immersive one minute, and then completely shatter it the next. I'm thinking of games like Halo, where Master Chief is entirely silent throughout combat, but then talks during most cutscenes. This doesn't ruin a game for me though, Half Life is a rare example of immersion being done almost perfectly, and for that I think it deserves a lot of credit. But there's more too a game than how immersive it is, Half-Life just so happens to excel in most other areas too.

The game I just so happen to be playing, Dead Space, handles immersion terrifically, maybe even better than Half-Life. I love how it uses Isaac's hologram projector as a control interface and dials on his suit as health and ammo meters. Now if only the rest of the game was as good.
 

Maxtro

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My favorite silent protagonist is Crono; simply because of the amount of choice you are later given in the game. Chrono Trigger has 13 endings and you, the player as Crono decides what happens to the world.